Feature Update (0.1.21)

This week I am getting surgery on Monday, so the code side of things kind of got stalled towards the end of the week (too nervous to focus on code)! However, we still managed to get some things in that are meaningful.

Oxygen Levels

We have made a new command to modify oxygen levels in the various rooms of the colony.

Various objects in the game world can show the oxygen readings, and we have made it simple for builders to do so.

Lungs

The game now has lungs which can hold an oxygen level. The oxygen in your lungs slowly adapts to the oxygen levels in the room, which means that if the room is lacking oxygen you will eventually get symptoms and brain damage. You can see the screenshots in our Discord for a more in-depth breakdown of how these symptoms work!

Symptoms in a room which is not properly oxygenated but still has some oxygen

Oxygen Masks

We have made a very rudimentary implementation of Oxygen masks. They show how much oxygen they have left and help you breath properly, although their duration is very short due to the fact that the ones provided in the colony are printed in the assemblers.

Eventually, there will be more complex masks at disposal.

What's Next?

I managed to test everything but oxygen masks, and coincidentally oxygen masks are the element which might need the most testing.

I'm going to try to finish the masks (they need to persist) and then make it available for testers.

Once that is done, we have healing to get through, as well as other various features.

Sorry for the short blog!